No 1 (2017)
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КОНКУРС ИНФО-2016
13-18 1305
Abstract
The article describes the informatics lesson for students of fifth grade. It is shown the creation of the model of clock with animation during periods: morning, afternoon, evening and night. Part of the actions of performers are executed in parallel. The lesson is the part of the author’s software module "Propedeutics of programming with Scratch".
19-24 163
Abstract
The binary lesson on physics and informatics allows students to master simulation as a method of studing characteristics of various types of kinematic transmissions. To build the model LEGO Mindstorms Ev3 45544 is used. The theme is completed by performing the creative work.
25-30 154
Abstract
The article describes the experience of distance work in robotics with a child with disabilities. The project "IncluInzhenering" was created for developing engineering thinking of children with disabilities, those do not allow them to attend school.
31-36 146
Abstract
The article presents the lesson for eighth grade in the format of the counting practice. During the lesson students summarize their subject skills relating to the theme "Number systems" and within the formation of personal and metasubject universal educational actions the content of teaching material has ecological direction.
37-39 175
Abstract
The article describes the online gaming services as a tool for teaching schoolchildren in programming and training them for the respective Olympiads. The annual teaching plan (in the form of a roadmap) for training schoolchildren for the Olympiads on programming using online gaming services is described.
ИНТЕГРИРОВАННЫЕ УРОКИ
40-49 212
Abstract
The article illustrates in detail the methodics for the use of computer modeling of physical processes in the free spreadsheets OpenOffice.org Calc. This method is an alternative way to solve the physical problems that can be used in the course of the integrated teaching of IT-technology and physics in high school.
TEACHING PRACTICES
50-52 214
Abstract
The article presents the experience of the tournament on the Scratch programming language in order to increase motivation for the subject at pupils of secondary school.
53-58 200
Abstract
The article describes examples of using animation and triggers in the presentations for educational purposes.
ISSN 2221-1993 (Print)